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[require]
GLSL >= 1.50
GL_ARB_tessellation_shader
GL_ARB_gpu_shader_fp64
[vertex shader]
in vec4 vertex;
void main()
{
gl_Position = vertex;
}
[tessellation control shader]
#extension GL_ARB_tessellation_shader: require
#extension GL_ARB_gpu_shader_fp64: require
layout(vertices = 3) out;
out block {
dvec4 tcs_var0[4];
} blk[];
void main() {
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
gl_TessLevelInner = float[2](0.0, 0.0);
blk[gl_InvocationID].tcs_var0[0] = dvec4(1.0LF, 0.0LF, 0.0LF, 1.0LF);
blk[gl_InvocationID].tcs_var0[1] = dvec4(0.0LF, 1.0LF, 0.0LF, 1.0LF);
blk[gl_InvocationID].tcs_var0[2] = dvec4(0.0LF, 0.0LF, 1.0LF, 1.0LF);
blk[gl_InvocationID].tcs_var0[3] = dvec4(1.0LF, 1.0LF, 0.0LF, 1.0LF);
}
[tessellation evaluation shader]
#extension GL_ARB_tessellation_shader: require
#extension GL_ARB_gpu_shader_fp64: require
layout(triangles) in;
uniform int index;
in block {
dvec4 tcs_var0[4];
} blk[];
out vec4 color;
void main() {
gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]
+ gl_in[1].gl_Position * gl_TessCoord[1]
+ gl_in[2].gl_Position * gl_TessCoord[2];
color = vec4(blk[0].tcs_var0[index]);
}
[fragment shader]
#extension GL_ARB_gpu_shader_fp64: require
in vec4 color;
void main()
{
gl_FragColor = color;
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
-1.0 1.0
-1.0 1.0
1.0 -1.0
1.0 1.0
[test]
clear color 0.1 0.1 0.1 0.1
clear
patch parameter vertices 3
uniform int index 0
draw arrays GL_PATCHES 0 6
probe all rgba 1.0 0.0 0.0 1.0
uniform int index 1
draw arrays GL_PATCHES 0 6
probe all rgba 0.0 1.0 0.0 1.0
uniform int index 2
draw arrays GL_PATCHES 0 6
probe all rgba 0.0 0.0 1.0 1.0
uniform int index 3
draw arrays GL_PATCHES 0 6
probe all rgba 1.0 1.0 0.0 1.0
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